Volca on 27/10/2008 at 06:02
I understand your point. Let me illustrate why I chose to drop the support for original OSM files with a few points:
1. It greatly enforces the overall programming style - usage of COM namely
2. It locks us down to only x86. I develop on linux x86_64 - and would have to do artistic daredevilry just to link to x86 code, let alone the fact that you need a win32 emulation layer for DLL loading on linux. I still have a working example of how to load and initialize OSM file on linux x86, but it's way ugly
3. There is no guarantee OSM files are cleanly interfacing the engine. I suppose there are quite possibly scripts that directly modify inner structures of the engine (for example there is a script that re-textures terrain - and maybe it accesses WR structures in the memory directly) - that would even further lock us down, forcing the same old design in some parts. Please also note that this fact, if it was really true (it is I believe), means we probably would have problems creating a interface between the OSM and our Opde code.
4. The crucial parts of the engine are in the executable. I know that there is a huge part of the working code in the scripts also, but the core AI is in the engine itself for example, so we would not gain as much using the original osm files
5. Basic interface to OSM could take a LONG time to develop - you never know what the osm will try to acess and use, so we could as well be instable till the 1.0 release
I'll gladly discuss and answer any more questions you have about that decision. I know it's a painful decision, and comes with a great prize, but I still think it is rewarding in the end.
Haplo on 30/12/2008 at 12:32
Hi all
On the behalf of the openDarkEngine team I'd like to announce our first checkpoint release. You can get it from the Sourceforge page: (
http://sourceforge.net/projects/opde) http://sourceforge.net/projects/opde.
This release will allow you to view any TDP/TG, TMA or SS2 levels in 'no clipping' mode.
If you are using Windows, to install just run the installer and follow the instructions. A few notes worthy of mention:
1. To be able to play the levels, you will need to have all the game data files (the .crf files) already copied to the hard drive. Currently OPDE does not access the CD drive for files.
2. Use the created shortcuts to run the program. Don't run opde.exe directly.
3. To check the FPS (and other statistics) add the line 'debug = true' to opde.cfg.
4. Use WASD to navigate, the mouse to change the view angle, F5 to take screenshot, and Esc to quit. For additional fun you can try P, O and I.
Please let us know if you encounter any issues. Clearing, please send me a PM with the problem you are experiencing.
clearing on 30/12/2008 at 15:20
Haplo, see PM.
bikerdude on 30/12/2008 at 15:40
sweet and well done :cheeky:
jtr7 on 30/12/2008 at 15:43
Two-thousand nine is looking like another good year for Thief!
:cool:
Bjossi on 30/12/2008 at 15:56
Fantastic work!
By the way, what are the goals here? Making an engine that reproduces the feel of the Dark Engine (like the graphics), or is that just the beginning of an engine that will get more and more new features for players & mission makers to play around with (like dynamic shadowing, new modding features, support for hi-res textures, etc.)?
I'm sorry if this has been asked & answered before. I haven't been following this too closely. :p
New Horizon on 30/12/2008 at 18:33
Quote Posted by Bjossi
Fantastic work!
By the way, what are the goals here? Making an engine that reproduces the feel of the Dark Engine (like the graphics), or is that just the beginning of an engine that will get more and more new features for players & mission makers to play around with (like dynamic shadowing, new modding features, support for hi-res textures, etc.)?
I'm sorry if this has been asked & answered before. I haven't been following this too closely. :p
The goal is to create an open source alternative to the Dark Engine that will be able to play the original missions.
sNeaksieGarrett on 30/12/2008 at 20:37
Doesn't work for me. :( I get some screen about OGRE rendering, and I can't pick anything... the drop-down box is blank.. I hit okay and I get some crash error. I tried running opde.exe itself and was able to choose options... of course it crashed on me. :confused:
And yes, thief gold has all the crf files on the hard drive. (As does thief 2, neither of which seems to work.)
Volca on 30/12/2008 at 20:48
Hmm, looks like either RenderSystem plugin does not get copied or plugins.cfg does not get loaded... Haplo?